Paladin: Difference between revisions
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== Combat Skills == | == Combat Skills == | ||
[[File: | [[File:Castersrealm_Paladin_bg.jpg|thumb|right|Female Paladin from Casters Realm ~2000]] | ||
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= Hybrid Casting = | = Hybrid Casting = | ||
''The following patch message was included in the [[ | ''The following patch message was included in the [[Velious_Patch_History#February_21,_2001_3:00_am|February 21, 2001 patch]] on EQ Live just over two months after the launch of The Scars of Velious. It will not apply to FV server until the project reaches Velious:'' | ||
Hybrids that cast spells in combat were taking double penalties at higher levels. The casting times of their spells went up, and the amount of melee damage they do per second went up. This results is having to take longer to cast spells, and losing more damage/second for each second taken in casting. To help offset this, Rangers, Paladins and Shadowknights casting non-beneficial spells that have casting times greater than or equal to 3 seconds, now get a 3 % reduction in casting time for each level over 50. 3% at 51, 6% at 52, etc., to 30% at 60. Again, this applies only to non-beneficial spells. | Hybrids that cast spells in combat were taking double penalties at higher levels. The casting times of their spells went up, and the amount of melee damage they do per second went up. This results is having to take longer to cast spells, and losing more damage/second for each second taken in casting. To help offset this, Rangers, Paladins and Shadowknights casting non-beneficial spells that have casting times greater than or equal to 3 seconds, now get a 3 % reduction in casting time for each level over 50. 3% at 51, 6% at 52, etc., to 30% at 60. Again, this applies only to non-beneficial spells. | ||
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| {{Expansion:Original}} | | {{Expansion:Original}} | ||
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''Note: [[Endure Magic]] was added for Paladins at Level 30 in the [[ | ''Note: [[Endure Magic]] was added for Paladins at Level 30 in the [[Velious_Patch_History#February_21,_2001_3:00_am|February 21, 2001 3:00 am patch]] a few months after Velious launch.'' | ||
== Level 39 == | == Level 39 == | ||
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| {{Expansion:Original}} | | {{Expansion:Original}} | ||
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''Note: [[Guard]] was moved from L49 to L39 for Paladins in the [[ | ''Note: [[Guard]] was moved from L49 to L39 for Paladins in the [[Velious_Patch_History#February_21,_2001_3:00_am|February 21, 2001 3:00 am patch]] a few months after Velious launch.'' | ||
== Level 49 == | == Level 49 == | ||
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| {{Expansion:Original}} | | {{Expansion:Original}} | ||
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''Note: [[Guard]] was moved from L49 to L39 for Paladins in the [[ | ''Note: [[Guard]] was moved from L49 to L39 for Paladins in the [[Velious_Patch_History#February_21,_2001_3:00_am|February 21, 2001 3:00 am patch]] a few months after Velious launch.'' | ||
''Note: [[Armor of Faith]] was moved from L53 to L49 for Paladins in the [[ | ''Note: [[Armor of Faith]] was moved from L53 to L49 for Paladins in the [[Velious_Patch_History#February_21,_2001_3:00_am|February 21, 2001 3:00 am patch]] a few months after Velious launch. It was initially made available to Paladins at Level 53 at Kunark launch.'' | ||
== Level 50 == | == Level 50 == | ||
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''Note: [[Resist Disease]], originally a classic era spell for other classes, was added for Paladins at Level 51 shortly after the launch of Scars of Velious; possibly in the [[ | ''Note: [[Resist Disease]], originally a classic era spell for other classes, was added for Paladins at Level 51 shortly after the launch of Scars of Velious; possibly in the [[Velious_Patch_History#January_17,_2001_3:00_am|January 17, 2001 3:00am patch]].'' | ||
== Level 52 == | == Level 52 == | ||
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''Note: [[Armor of Faith]] was moved from L53 to L49 for Paladins in the [[ | ''Note: [[Armor of Faith]] was moved from L53 to L49 for Paladins in the [[Velious_Patch_History#February_21,_2001_3:00_am|February 21, 2001 3:00 am patch]] a few months after Velious launch. It was initially made available to Paladins at Level 53 at Kunark launch.'' | ||
''Note: [[Divine Glory]] was added in the [[ | ''Note: [[Divine Glory]] was added in the [[Velious_Patch_History#February_21,_2001_3:00_am|February 21, 2001 3:00 am patch]] a few months after Velious launch.'' | ||
== Level 54 == | == Level 54 == | ||
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''Note: [[Resist Magic]], originally a classic era spell for other classes, was added for Paladins at Level 55 in the [[ | ''Note: [[Resist Magic]], originally a classic era spell for other classes, was added for Paladins at Level 55 in the [[Velious_Patch_History#February_21,_2001_3:00_am|February 21, 2001 3:00 am patch]] a few months after Velious launch.'' | ||
== Level 56 == | == Level 56 == | ||
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|} | |} | ||
''Note: [[Celestial Cleansing]] was added in the [[ | ''Note: [[Celestial Cleansing]] was added in the [[Velious_Patch_History#February_21,_2001_3:00_am|February 21, 2001 3:00 am patch]] a few months after Velious launch.'' | ||
== Level 60 == | == Level 60 == | ||
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''Note: [[Yaulp IV]] was added for Paladins in the [[ | ''Note: [[Yaulp IV]] was added for Paladins in the [[Velious_Patch_History#February_21,_2001_3:00_am|February 21, 2001 3:00 am patch]] a few months after Velious launch.'' | ||
= Paladin-Specific Quests = | = Paladin-Specific Quests = |
Latest revision as of 18:40, 13 May 2023
Description
The Paladin of Norrath are champions of their patron deity, and heroes of all that is good and just; the very image of a knight (by which name they are often called). A Paladin’s duty is to fight the forces of darkness at all costs, and to assist those who are too weak to defend themselves. The good people of Norrath will always welcome a Paladin to their homes and stores, often giving the knight a cheaper price on their wares than is offered to adventurers of other classes. Many are the Paladin’s enemies, however. Foul perversions of darkness will stop at nothing to see him ripped limb from limb. Only if a Paladin places his trust in his god, his sword and his friends can he overcome.
Paladins are part Warrior, part Cleric. They possess skills of both, but are masters of neither. Most people consider a Paladin more Warrior than Cleric, and for good reason. A knight can take blows from a monster and fight back with his sword from level 1. All but one of his spells, however, are gained only after he reaches the level 9.
The only spell a Paladin can use before level 9 is a special ability, unique to the Paladin class. They can Lay on Hands, which will almost completely heal a person of similar level to the Paladin. This can only be used once a day, but saves the life of many a friend or stranger who would otherwise surely die. Lay on Hands is used throughout the life of a Paladin, even at level 60! Rest assured that this is a worthy ability.
When a Paladin does get the use of his first spells, which are also healing in nature, he can become an even more valuable asset to a group by helping to ease the strain on the group healer during downtime. It is rare, however, that a Paladin stops fighting mid-battle to use his spells, because they are much weaker in power than a healer’s of the same level. In fact, many are discouraged from being a Paladin because they consider the spells a Paladin can cast too inferior to be of any use. Making full use of a Paladin’s limited magical repertoire is simply a matter of knowing when to do what. For example, using the paltry Minor Healing several times to heal a caster who has attracted the attention of a monster can save an entire party at a crucial juncture.
One of the easier classes to play, the Paladin’s life is simple and straightforward at the lower levels. She taunts the monsters off of the weaker classes in a group, while attempting to damage the monsters with her weapon.
The life of a Paladin may sound glamorous, but keep in mind a few things. Once spells are learned, the Paladin sometimes needs to sit and rest to regain his mana. After level 12, a Paladin can learn to Meditate. Although this regains his mana faster, he must sit and stare at his spellbook. This means he cannot be used to pull monsters while meditating. A Paladin gets all of his spells from the Cleric class, but does not get all of the Cleric spells. The only offensive spells a Paladin can use for most of his life are only effective against undead. A Paladin can never summon food and water. Being mainly a melee class, he will never be able to Bind himself; a Paladin is limited to getting a bind in select zones (usually city zones). Healing and buffing spells are in a Paladin’s spell-book, but anything he can use is vastly inferior to a Cleric’s spells at the same level. For example, the spells a Paladin can buy at level 9 are all level 1 and 4 Cleric spells. This is a drawback, indeed.
If your ideal class is primarily a healer, then do not be a Paladin. If you are overly concerned with leveling up quickly, then do not be a Paladin. If you have ever wanted to be a knight in shining armor, quest diligently for powerful weapons, be a hero to the people, or fight against all that is evil, march forward proudly as a Paladin.
by Samuel Varian
Class Titles
Level 1-50 | Level 51-54 | Level 55-59 | Level 60 |
---|---|---|---|
Paladin | Cavalier | Knight | Crusader |
Creation Guide
It is important to make good decisions on Race, Starting Stats, and Religion. These things combined will allow you to create the Paladin that makes you most happy.
Choosing Race
Choosing a race for any class can be a difficult decision--do not choose a race based on abilities alone. Choose the Race that provides you with the right mix of racial benefits, religion, cultural armor sets, and statistics that benefit your class. Here are some considerations for your Paladin:
Race | Benefit | Detractor |
---|---|---|
Dwarf | High STR/DEX, Barrel rolls! Small size is handy in dungeons, night vision | Low AGI |
Erudite | Poor night vision, low primary stats | |
Gnome* | Small size is handy in dungeons, night vision, awesome plate graphics | Low STR / STA |
Half-Elf | Good AGI / DEX | Low WIS |
Halfling* | Small size is handy in dungeons, hide/sneak, faster leveling | You look like a halfling |
High Elf | Night vision | Low STR / STA |
Human | Poor night vision, lower starting stats |
Starting Statistics
It is important to note that each race has slightly different starting statistics. For Paladins, your WIS is important for a larger mana pool, and AGI contributes to your AC. You will likely find that it is easiest to max WIS if you pursue raiding and high-end gear.
Race | STR | DEX | AGI | STA | INT | WIS | CHA | Bonus |
---|---|---|---|---|---|---|---|---|
Dwarf | 100 | 90 | 70 | 95 | 60 | 88 | 55 | 20 |
Erudite | 70 | 70 | 70 | 75 | 107 | 88 | 80 | 20 |
Gnome* | 70 | 85 | 85 | 75 | 98 | 72 | 70 | 20 |
Half-Elf | 80 | 85 | 90 | 75 | 75 | 65 | 85 | 20 |
Halfling* | 80 | 90 | 95 | 80 | 67 | 85 | 60 | 20 |
High Elf | 65 | 70 | 85 | 70 | 92 | 100 | 90 | 20 |
Human | 85 | 75 | 75 | 80 | 75 | 80 | 85 | 20 |
The * denotes races that were not originally allowed to be paladins. While this is permitted on FV server, on Live these combinations were not possible until the March 19, 2002 patch (4 months after the December 2001 Shadows of Luclin launch)
Each race gets 20 bonus points to apply to the base stats of their choosing.
Spending Your Bonus Points
Paladins are a tanking support class with great defensive skills and a powerful spells set to help you keep your group alive. As a paladin you are expected to have a high amount of hit points and AC to perform your main role as a tank and a decent mana pool to cast your aggro spells (flash of light and stun). With that in mind the most agreed upon is your agility should be 75 (erudites and dwarves must increase this), and you should dump as much as you can after that into stamina. After those two, weigh your options:
- Wisdom: Will increase your manapool
- Strength: Will increase your damage output (albeit slightly)
- Dexterity: Will increase the likelihood of procs (Ghoulbane, Fiery Avenger, and Fiery Defender come to mind)
- Charisma: Will increase the success rate of the Lull line of spells
Realistic/Modern statistic allocation:
- Dwarf: Add 15 to Stamina and 5 to Agility.
- Erudite: Add 15 to Stamina and 5 to Agility.
- Half Elf: Add 20 to Stamina.
- High Elf: Add 20 to Stamina.
- Human: Add 20 to Stamina.
Religion
Paladins must choose a religion, as their magic powers flow from their devotion to their chosen god. There will be some gear that is deity-specific (i.e. Natures Defender in the Velious expansion). Your religion will also impact on where your character can start. Selections include Karana, Rodcet Nife, Erollisi Marr, Brell Serilis, Mithaniel Marr, Prexus, Tunare, and Quellious. Depending on your race you will be given a different number of these deities to choose from.
Skills
Casting Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
---|---|---|---|---|
9 | No | Abjuration | 235 | 235 |
9 | No | Alteration | 235 | 235 |
9 | No | Channeling | 200 | 220 |
9 | No | Conjuration | 235 | 235 |
9 | No | Divination | 235 | 235 |
9 | No | Evocation | 235 | 235 |
12 | Yes | Meditate | 185 | 235 |
Combat Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
---|---|---|---|---|
1 | No | 1 Hand Blunt | 200 | 225 |
1 | No | 1 Hand Slashing | 200 | 225 |
1 | No | 2 Hand Blunt | 200 | 225 |
1 | No | 2 Hand Slashing | 200 | 225 |
1 | No | Archery | 75 | 175 |
1 | No | Bind Wound | 100 (or 105?) | 210 |
1 | No | Defense | 200 | 230 |
1 | No | Hand to Hand | 100 | 100 |
1 | No | Lay Hands | 200 | 200 |
1 | No | Offense | 200 | 225 |
1 | No | Piercing | 200 | 225 |
1 | Yes | Taunt | 180 | 180 |
6 | Yes | Bash | 175 | 200 |
10 | Yes | Dodge | 125 | 155 |
17 | Yes | Parry | 175 | 200? |
20 | Yes | Double Attack | 200 | 235 |
30 | Yes | Riposte | 175 | 200 |
40 | Yes | Disarm | 70 | 70 |
Miscellaneous Skills
Like all classes, Clerics can raise the following skills:
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
---|---|---|---|---|
1 | No | Alcohol Tolerance | 200 | 255 |
1 | No | Begging | 200 | 200 |
1 | No | Fishing | 200 | 200 |
1 | No | Sense Heading | 200 | 200 |
1 | No | Swimming | 200 | 200 |
Disciplines
Disciplines first appeared in the Ruins of Kunark expansion for pure melee classes. However, Paladin disciplines weren't introduced until the Scars of Velious expansion; they offer short term advantages with a long re-use: These are most useful in dragon/boss encounters.
Hybrid Casting
The following patch message was included in the February 21, 2001 patch on EQ Live just over two months after the launch of The Scars of Velious. It will not apply to FV server until the project reaches Velious:
Hybrids that cast spells in combat were taking double penalties at higher levels. The casting times of their spells went up, and the amount of melee damage they do per second went up. This results is having to take longer to cast spells, and losing more damage/second for each second taken in casting. To help offset this, Rangers, Paladins and Shadowknights casting non-beneficial spells that have casting times greater than or equal to 3 seconds, now get a 3 % reduction in casting time for each level over 50. 3% at 51, 6% at 52, etc., to 30% at 60. Again, this applies only to non-beneficial spells.
Spells
Level 9
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
Courage | 12 | 2 | 3 | Abj | 27m | Single | 100 | Increase AC by 3 (L1) to 4 (L10), Increase Max Hitpoints by 11 (L1) to 20 (L10), Increase HP when cast by 10 | |
Cure Poison | 20 | 2 | 3 | Alt | 0 | Single | 100 | Decrease Poison Counter by 1 (L1) to 4 (L12) | |
Flash of Light | 12 | 1.5 | 3 | Div | 12s | Single | 200 | Blindness(-1), Decrease ATK by 5 | |
Minor Healing | 10 | 1 | 2.25 | Alt | 0 | Single | 100 | Increase Hitpoints by 10 | |
Spook the Dead | 10 | 2 | 4 | Alt | 18s | Und | 200 | Fear(1) | |
True North | 5 | 2 | 4 | Div | 0 | Self | 0 | True North | |
Yaulp | 1 | 0.5 | 18 | Abj | 24s | Self | 0 | Increase STR by 10, Increase AC by 6 |
Level 15
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
Cure Disease | 20 | 2 | 3 | Alt | 0 | Single | 100 | Decrease Disease Counter by 1 (L1) to 4 (L12) | |
Hammer of Wrath | 50 | 4 | 12 | Con | 0 | Self | 0 | Summon Item: Summoned: Hammer of Wrath | |
Holy Armor | 20 | 2 | 2.25 | Abj | 27m | Single | 100 | Increase AC by 6 | |
Light Healing | 25 | 2 | 2.25 | Alt | 0 | Single | 100 | Increase Hitpoints by 26 (L5) to 33 (L18) | |
Lull | 10 | 1.5 | 3 | Alt | 2m | Single | 200 | Frenzy Radius(15/30), Reaction Radius(15/30) | |
Sense the Dead | 5 | 2 | 2.25 | Div | 0 | Self | 0 | Sense Undead, (Area 240) | |
Ward Undead | 30 | 2.1 | 2.25 | Evo | 0 | Und | 200 | Decrease Hitpoints by 35 (L5) to 41 (L11) |
Level 22
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
Center | 40 | 4 | 8 | Abj | 27m | Single | 100 | Increase AC by 5 (L9) to 6 (L14), Increase Max Hitpoints by 44 (L9) to 105 (L70), Increase HP when cast by 44 (L9) to 105 (L70) | |
Endure Poison | 20 | 2.5 | 2.25 | Abj | 27m | Single | 100 | Increase Poison Resist by 19 (L9) to 20 (L10) | |
Halo of Light | 40 | 5 | 10 | Con | 0 | Self | 0 | Summon Item: Summoned: Halo of Light | |
Invigor | 20 | 3.5 | 3.5 | Alt | 18s | Single | 100 | Decrease Stamina Loss by 35 (Note: Removed due to client limitations: See December 18, 2003 patch when Stamina was changed to Endurance) | |
Invisibility versus Undead | 40 | 4 | 4 | Div | 27m | Single | 100 | Invisibility versus Undead | |
Reckless Strength | 30 | 3 | 6 | Alt | 3m | Single | 100 | STR unknown calc: 107 range: 20 -> 0 | |
Root | 30 | 2 | 2.25 | Alt | 48s | Single | 200 | Root |
Level 30
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
40 | 2.50 | 2.25 | Abj | 27 minutes | Single | 100 | Increases magic resistance | ||
Expulse Undead | 60 | 2.75 | 2.25 | Evo | 0 | Und | 200 | Decrease Hitpoints by 88 (L14) to 94 (L20) | |
Hammer of Striking | 100 | 6 | 12 | Con | 0 | Self | 0 | Summon Item: Summoned: Hammer of Striking | |
Healing | 60 | 3 | 2.25 | Alt | 0 | Single | 100 | Increase Hitpoints by 84 (L14) to 100 (L30) | |
Soothe | 30 | 2 | 4 | Alt | 2:30 | Single | 200 | Frenzy Radius(10/40), Reaction Radius(10/40), Pacify | |
Spirit Armor | 75 | 6 | 2.25 | Abj | 36m | Single | 100 | Increase AC by 11 (L16) to 13 (L24) | |
Stun | 35 | 1.5 | 12 | Evo | 0 | Single | 200 | Stun(4.00 sec/55) | |
Symbol of Transal | 55 | 3.5 | 2.25 | Abj | 27m | Single | 100 | Increase Max Hitpoints by 34 (L14) to 73 (L21), Increase HP when cast by 34 (L14) to 73 (L21) |
Note: Endure Magic was added for Paladins at Level 30 in the February 21, 2001 3:00 am patch a few months after Velious launch.
Level 39
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
Cancel Magic | 30 | 3.5 | 5 | Abj | 0 | Single | 200 | Cancel Magic(1) | |
Counteract Poison | 50 | 4 | 2.25 | Alt | 0 | Single | 100 | Decrease Poison Counter by 8 | |
Daring | 60 | 2.5 | 2.25 | Abj | 36m | Single | 100 | Increase AC by 7 (L19) to 9 (L26), Increase Max Hitpoints by 84 (L19) to 135 (L70), Increase HP when cast by 84 (L19) to 135 (L70) | |
1 | 4.50 | 6.00 | Alt | 15m | Self | Self Only Health Regneration Spell | |||
Endure Disease | 20 | 2.5 | 2.25 | Abj | 27m | Single | 100 | Increase Disease Resist by 19 (L9) to 20 (L10) | |
Greater Healing | 150 | 3.75 | 2.25 | Alt | 0 | Single | 100 | Increase Hitpoints by 288 (L24) to 300 (L30) | |
80 | 3 | 2.25 | ABJ | 45m | Single | 100 | Increase AC by 18 (L29) to 19 (L34) | ||
Symbol of Ryltan | 111 | 4 | 2.25 | Abj | 36m | Single | 100 | Increase Max Hitpoints by 94 (L24) to 158 (L31), Increase HP when cast by 94 (L24) to 158 (L31) | |
Yaulp II | 1 | 0.5 | 18 | Abj | 24s | Self | 0 | Increase STR by 20, Increase AC by 9 |
Note: Guard was moved from L49 to L39 for Paladins in the February 21, 2001 3:00 am patch a few months after Velious launch.
Level 49
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
150 | 6 | 2.25 | ABJ | 63m | Single | 100 | Increase AC by 24 (L39) to 25 (L44) | ||
Calm | 50 | 2.5 | 5 | Alt | 42s | Single | 200 | Frenzy Radius(5/50), Reaction Radius(5/50), Pacify | |
Dismiss Undead | 90 | 3.3 | 2.25 | Evo | 0 | Und | 200 | Decrease Hitpoints by 140 (L24) to 162 (L35) | |
Divine Might | 100 | 3 | 6 | Alt. | 60m | Self | 0 | Self Only Weapon Proc Enchantment (Add Proc: Divine Might Effect) | |
Guard* | 80 | 3 | 2.25 | ABJ | 45m | Single | 100 | Increase AC by 18 (L29) to 19 (L34) | |
Holy Might | 60 | 2 | 18 | Evo | 0 | Single | 200 | Stun(6.00 sec/55), Decrease Hitpoints by 29 (L19) to 60 (L50) | |
Revive | 300 | 6 | 20 | Alt | 0 | Body | 200 | Resurrect and restore 30% experience | |
Symbol of Pinzarn | 200 | 4.5 | 2.25 | Abj | 45m | Single | 100 | Increase Max Hitpoints by 224 (L34) to 307 (L41), Increase HP when cast by 224 (L34) to 307 (L41) | |
Valor | 90 | 3 | 2.25 | Abj | 54m | Single | 100 | Increase AC by 12 (L34) to 13 (L40), Increase Max Hitpoints by 168 (L34) to 200 (L50), Increase HP when cast by 168 (L34) to 200 (L50) |
Note: Guard was moved from L49 to L39 for Paladins in the February 21, 2001 3:00 am patch a few months after Velious launch.
Note: Armor of Faith was moved from L53 to L49 for Paladins in the February 21, 2001 3:00 am patch a few months after Velious launch. It was initially made available to Paladins at Level 53 at Kunark launch.
Level 50
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
85 | 2.50 | 18.00 | Evo | Instant | Single | 200 | Single Target Fire Based Direct Damage (Max: 125hp; 1.5 DPM) |
Level 51
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
Pacify | 100 | 3.00 | 6.00 | Alt | 4.9 minutes @L39 to 6.9 minutes @L59 | Single | 200 | Reduces the target's aggression | |
50 | 4.50 | 2.25 | Abj | 36 minutes | Single | 100 | Increases disease resistance by 40 |
Note: Resist Disease, originally a classic era spell for other classes, was added for Paladins at Level 51 shortly after the launch of Scars of Velious; possibly in the January 17, 2001 3:00am patch.
Level 52
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
Force | 90 | 2.50 | 18.00 | Evo | Instant | Single | 200 | Stuns target with a small amount of damage (6s; 74-90 MR0) | |
Frenzied Strength | 90 | 3.00 | 2.25 | Alt | 3 minutes | Single | 100 | Increase STR by 40 (effect decreases over time) |
Level 53
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
Armor of Faith* | 150 | 6 | 2.25 | ABJ | 63m | Single | 100 | Increase AC by 24 (L39) to 25 (L44) | |
60 | 4.00 | 2.25 | Alt | 50 minutes | Single | 100 | Single Target 100 HP Buff |
Note: Armor of Faith was moved from L53 to L49 for Paladins in the February 21, 2001 3:00 am patch a few months after Velious launch. It was initially made available to Paladins at Level 53 at Kunark launch.
Note: Divine Glory was added in the February 21, 2001 3:00 am patch a few months after Velious launch.
Level 54
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
Enstill | 60 | 2.50 | 2.25 | Alt | 1.2 minutes @L20 to 1.6 minutes @L27 | Single | 200 | Stops target's movement | |
Expel Undead | 130 | 4.30 | 2.25 | Evo | Instant | Undead | 200 | Undead DD spell (261-273; 2.0-2.1 DPM) |
Level 55
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
Divine Aura | 10 | 1.00 | 900.00 | Abj | 3 ticks | Self | Self-only 18-second invulnerability | ||
Divine Favor | 150 | 1.00 | 360.00 | Abj | 5 minutes | Single | 100 | Emergency Damage Absorbing Shield | |
85 | 4.50 | 2.25 | Abj | 36 minutes | Single | 100 | Increases magic resistance | ||
450 | 2.00 | 60.00 | Alt | Instant | Group v2 | 100 | Group Heal Spell (270 to 285 hp) |
Note: Resist Magic, originally a classic era spell for other classes, was added for Paladins at Level 55 in the February 21, 2001 3:00 am patch a few months after Velious launch.
Level 56
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
Counteract Disease | 50 | 4.00 | 2.25 | Alt | Instant | Single | 100 | Cures target of disease effects | |
Yaulp III | 25 | 0.50 | 12.00 | Abj | 4 ticks | Self | Self only Strength and AC Buff |
Level 57
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
250 | 4.50 | 2.25 | Alt | Instant | Single | 100 | Healing spell (2.1 HPM; 116.5 HPS) |
Level 58
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
50 | 4.50 | 6.00 | Abj | Instant | Single | 200 | Removes magical effects | ||
Symbol of Naltron | 315 | 5.00 | 2.25 | Abj | 54 minutes | Single | 100 | Increase Hitpoints |
Level 59
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
225 | 1.50 | 30.00 | Alt | 4 ticks | Single | 100 | Single Target Heal Over Time (3.1 HPM; 29.2 HPS) | ||
700 | 6.00 | 20.00 | Alt | Instant | Corpse | 200 | Summons a player to their corpse with 90% experience restored |
Note: Celestial Cleansing was added in the February 21, 2001 3:00 am patch a few months after Velious launch.
Level 60
Spell Name | Mana | Cast Time | Recast Time | Skill | Duration | Target | Range | Description | Expansion |
---|---|---|---|---|---|---|---|---|---|
75 | 5.00 | 2.25 | Alt | 50 minutes | Single | 100 | Single Target Hitpoint Buff (Max: 200) | ||
110 | 3.50 | 2.25 | Abj | 1 hour 3 minutes | Single | 100 | HP and AC buff | ||
300 | 8.00 | 2.25 | Abj | 1 hour 12 minutes | Single | 100 | AC buff | ||
1 | 0.50 | 18.00 | Abj | 4 ticks | Self | Self Only Combat Buff |
Note: Yaulp IV was added for Paladins in the February 21, 2001 3:00 am patch a few months after Velious launch.
Paladin-Specific Quests
Original
- Chalice of Conquest Quest
- The Falchion Quest
- The Bridge Quest
- Princess Lenya Quest
- Hero Bracers Quest
- Aegis of Life Quest
- The Bones of Darak Lightforge Quest (Divine Might Spell)
Original - SolRo Temple Era
- Armor of Ro Quests
Original - Plane of Sky Era
Velious
- Paladin Thurgadin Armor Quests
- Paladin Kael Armor Quests
- Paladin Skyshrine Armor Quests
Holy Weapons
- The Sword of Nobility (Ghoulbane)
- Zimel's Blades Quest (Quest for SoulFire)
- The Fiery Avenger Quest
- Paladin Epic Quest
Gearing
Best in Slot
A * denotes raid gear.
References